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Penny de Byl, Michael Bridges, and Penny Holistic3D

Procedural generation in game development lends itself to the algorithmic generation of unique computer-created environments and gameplay experiences. The power is in its ability to automatically develop game content on the fly, reducing the amount of work required by the game designer. However, a lot of preparation by the programmers and artists is necessary for such a strategy to be implemented.  A thorough understanding of the role that both sides of the game development coin (of technical/logic and art/design) play in procedural generation is key for a successful implementation. In this course, Penny and Mike bring a unique experience to both programmers and artists alike and combine their skills and many years of industry and academic knowledge, to bring you a holistic learning experience in which you will find content and invaluable mastery.

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Procedural generation in game development lends itself to the algorithmic generation of unique computer-created environments and gameplay experiences. The power is in its ability to automatically develop game content on the fly, reducing the amount of work required by the game designer. However, a lot of preparation by the programmers and artists is necessary for such a strategy to be implemented.  A thorough understanding of the role that both sides of the game development coin (of technical/logic and art/design) play in procedural generation is key for a successful implementation. In this course, Penny and Mike bring a unique experience to both programmers and artists alike and combine their skills and many years of industry and academic knowledge, to bring you a holistic learning experience in which you will find content and invaluable mastery.

This course uses Unity 2020.1 and Blender 2.9 and is Windows and Mac compatible.

The projects in the course have been tested in and work with Unity 6.

Mike will start by teaching you how to model six separate modular meshes that can be put together perfectly to generate an entire maze. He will take you from there into building pieces for a dungeon, where each module is created with a smaller subset of models that can be mixed and matched to speed up your design workflow and production of game assets. You'll create a set of sewer pieces with pipework that snaps together to build a maze and later create the brickwork-textured elements to define a dungeon. Each model will be readied for use in Unity once completed.

Penny will lead you through numerous exercises in the Unity game engine that examine the logic that will snap modular model pieces together using the magic of geometry and mathematics to form an infinite array of maze and dungeon possibilities, worthy of any avid 3D game player. She will take the pieces you create with Mike in Blender and work through a variety of maze generation algorithms to show you the possibilities, from very random environments to perfect mazes that traverse an entire map. She will also work with you to create dungeons with a variety of rooms and interconnecting corridors before exploring multilevel maps, using the A* algorithm for pathfinding and selecting traversable subsets of a complete maze or dungeon.

By the end of this course, you will have a multidisciplinary toolkit of skills that will give you the advantage over others who are "just programmers" or "just artists". Understanding game development that tightly integrates both design and logic from this standpoint is critical to making you a valuable commodity in the job market or preparing you for running an indie operation.

What others are saying about Penny's courses:

  • I do like Penny de Byl's courses and way of teaching, they are much more specific than your average "master Unity" kind of courses and usually, you don't learn just the engine but also how things work behind the scenes. She's really amazing.

  • I've been coding for about 3 years and since purchasing Penny's "Animation", and "Procedural Terrain" courses, the excitement and fun have returned once again to my programming.

  • Penny and her team know their stuff and are just amazing in explaining everything, breaking it down. Most importantly she challenges you to do stuff on your own rather than just "spoon-feeding" you everything. Then she comes back and shows you one way of doing it. Just an amazing course.

What others are saying about Mike's courses:

  • I've used Blender for a number of years, but I'm a total novice next to Mikey and I've learned so very much from him here.

  • Mikey is an amazing teacher, I can't praise this course highly enough. Worth every penny.

  • Mikey is a talented, thorough, and clear instructor, and he knows how to make the student think 'for themselves', which is such a great experience.

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What's inside

Learning objectives

  • How to create modular models in blender that can snap together in unity to form mazes and dungeons.
  • A variety of maze creation algorithms from simple random crawlers to mathematically perfect mazes.
  • How the scale, orientation and position of a mesh from blender can be imported into unity and manipulated with code.

Syllabus

In this section students will learn about what they will cover in the course and get and introduction to the content from both lecturers.

This is an introduction to Penny's part of the course.

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This is an introduction to Mike's part of the course.

This article provides links to free and short tutorials to give you an overview of Unity and Blender if you need a refresher course or are new to the software.

H3D has a bustling online student community.  Here's how to get involved.

How to contact us

Here's how to get the best experience from studying this course and answers to some popular student questions.

While this course was developed in a previous version of Unity, we've tested the projects and they work with Unity 6. This video is a guide to help you adjust your learning in this course to use Unity 6.

In this lecture students will generate a series of basic cubes that will act as the foundation of a maze.

In this lecture we will create an underlying data structure to hold information about the organisation of the maze before any walls are constructed.

In this lecture students will learn how to write a maze crawling algorithm that will ensure there is a continuous path from one end to the other.

In this video students will be given a number of challenges to help hone their crawler algorithm writing skills.

In this lecture students will learn how to ensure there is a border around the entire maze as well as rescale and ready the maze for walking through with a character.

In this lecture students will add a first person character into their environment to explore their maze from ground level.

In this lecture students will create helper methods that will assist the maze generation algorithms.

In this lecture students will be introduced to the Randomised Prims Algorithm that creates a perfect maze within the entire space supplied to it.

In this lecture students will learn about Wilson's maze generation algorithm and start developing the code for it.

In this lecture students will learn how to determine if a random crawler has found part of the maze.

In this lecture students will discover how to better the algorithm to add multiple walkers and control the starting positions.

In this video we troubleshoot the code to determine why rooms are still being created and finalise the Wilson's algorithm.

In this lectures students will learn about the use of recursion for generating maze cells.

In this lecture students will finish the recursive maze generation algorithm by randomising the directions chosen for carving the corridors.

In this lecture Mike introduces the section ahead, giving an overview of what is coming up next.

In this lecture, we discuss what modular means when it comes to putting together pieces using algorithms.

In this lecture, we ditch the computer for a moment and quickly work out the basic minimum pieces we are going to need to make a modular system.

In this lecture, we get Blender setup for everything moving forward in the course.

In this lecture, we discuss the origin of an object and how it affects many things, including the mirror modifier.

In this lecture, we see that Blender is great at hiding incorrect normals, this, however, is a big issue when exporting models so we look at way of exposing incorrect normals.

In this lecture, we have the challenge to make the final 3 pieces of our modular set.

In this lecture, we export out models from Blender into Unity and look at the multiple processed to do this.

In this lecture,  we export again, but this time using a script demonstrating the power of using scripting in Blender to automate tasks.

In this lecture,  we go and grab some reference material- really important when making any assets.

In this lecture,  we look at how to balance a scene so that it is readable and has an overall balance of detail.

In this lecture,  we add some medium-level detail to our scene.

In this lecture,  we look at a common shading issue and add materials to our models.

In this lecture,  we look at how materials come across into Unity and what to watch out for.

In this lecture,  we step back and have a look at the overall pipeline now we have some experience with the process.

In this lecture, we add more details to our environment, with an eye on more assets taking additional time.

In this lecture, we add some light to our scene.

In this lecture, Mike wraps up the section and encourages you to share your mazes.

In this lecture students will learn how to prepare the FBX models they created in Blender and ready them for use in Unity and the maze generator.

In this lecture students will learn how to programmatically add a model to the maze in the correct location.

In this lecture students will learn how to add wildcards into their pattern matching algorithm for positioning maze pieces.

In this lecture students will review the patterns required for matching each model to the required area on the maze as well as look at rotating the pieces correctly.

In this lecture students will be challenged to find a way to place the player character inside the maze.  They will also examine how to light the environment by creating a torch for their character.

In this lecture, Mike introduces the next section and overviews what we will be doing.

In this lecture,  we look at the difference between the Blender and Unity material systems and why materials don't always come across as expected.

In this lecture,  we have a look at the various map types and what they are used for.

In this lecture,  we use a HDRI in order to light our scene and models better.

In this lecture, we import an image and apply it to a plane quickly use a built in add-on.

In this lecture,  we look at how you would export a model with the texture baked into the file.

In this lecture,  we block out the scene we are going to make and make sure everything fits together as expected.

In this lecture,  we fix an issue with or scene- it is often more productive to fix issues when they are spotted rather than leaving the issue.

In this lecture,  we export out pieces and text them in Unity.

In this lecture,  we make a pillar, and place it so we can use it across all of our areas.

In this lecture, we add addition detail to the wall to help separate it from its surroundings.

In this lecture,  we continue adding further detail to our scene.

In this lecture, we put all of our pieces together and make sure they flow.

In this lecture, we have a look at what UV mapping is and why we need it.

In this lecture, we unwrap our first model in the course, focusing on an easier open mesh.

In this lecture, we tackle our first closed mesh and mark seams allow up to effectively flatten the mesh.

In this lecture, we look at the benefits and drawbacks of mirroring a UV map and pinning vertices of a UV map.

In this lecture, you are challenged to unwrap the rest of our models.

In this lecture, we look at techniques to make a vaulted roof, which at first glance is a reasonably complex structure.

In this lecture, we export our updated models and test them thoroughly, making notes of fixes required and then applying those fixes.

In this lecture, we need to see in our world so we create a lamp that suits the environment.

In this lecture, we notice that in order to make larger rooms we need some additional roof/ceiling pieces for that to work.

In this lecture, we finish off the ceiling pieces through a challenge.

In this lecture, we finalise the work we have done and make sure each piece is named correctly, in the right collect and ready for export.

In this lecture, Mike wraps up the section and encourages you to show off your version of the dungeon.

In this lecture students will practice changing the module maze pieces for a different set and have to deal with scaling, rotation and lighting issues.

In this lecture students will learn how to create rooms that will turn their maze into a dungeon.

In this lecture students will learn how to orient and place individual room pieces of floors, walls, ceilings and doors to build the representation of a space larger than a single spaced corridor.

In this lecture students will examine the patterns required to place floor and ceiling pieces into large room areas within the map.

In this lecture students will learn how to place single walls into rooms to match up with floor and ceiling pieces.

In this lecture, we add some extra pieces that we need when making our world.

In this lecture students will bring newly created models into Unity to act as mechanisms to hide any breaks in the map.

In this lecture students will take a closer look at the locations of where pillars should appear.

In this lecture students will be challenged to place the other pillars into the dungeon to complete the hiding of outer corners.

In this lecture students will work to detect duplicate pillars and ensure they aren't added to the dungeon.

In this lecture students will be challenged to place doorways between rooms and corridors.

In this lecture students will learn about Z-Fighting and what causes it.  They will also examine a couple of ways to fix it.

In this lecture students will learn how to create a matrix to store the piece types that have been placed into a maze or dungeon.

In this lecture students will use the labelled piece types matrix to place doorway arches in the correct place.

In this lecture students will quickly refactor the maze class to allow for the storing of the modular piece rotations.

In this lecture, we create a connection between multiple levels with a simple ladder descent.

In this lecture, you are challenged to create another connection between levels.

In this lecture, we block out a stairwell for our dungeon pieces.

In this lecture, you are challenged to finish off the stairwell in a slightly longer than normal video.

In this lecture students will learn how to create equidistant maze levels that can later be linked by a manhole model with a ladder.

In this lecture students will learn how to manage the multiple maze levels by adding a maze manager and the manhole pieces will be readied for use.

In this lecture students will learn how to add the manhole models into the multilevel mazes to connect them.

In this lecture students will learn how to extend the matching of manhole pieces to work with all levels of a multilevel maze.

Traffic lights

Read about what's good
what should give you pause
and possible dealbreakers
Combines the skills of both programmers and artists, offering a holistic learning experience that integrates design and logic for creating mazes and dungeons
Uses Unity 2020.1 and Blender 2.9, which may require users to downgrade if they have newer versions, but the projects have been tested in and work with Unity 6
Taught by Penny and Mike, who bring years of industry and academic knowledge, providing invaluable mastery in procedural maze generation
Develops a multidisciplinary toolkit of skills, giving learners an advantage in the job market or when running an indie operation
Explores a variety of maze creation algorithms, from simple random crawlers to mathematically perfect mazes, enhancing problem-solving skills
Teaches how to create modular models in Blender that can snap together in Unity, enabling efficient asset creation and level design

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Reviews summary

Procedural maze generation in unity/blender

According to learners, this course offers a highly valuable and unique blend of programming logic and Blender modeling for procedural maze and dungeon generation. Students praise the excellent instructors, Penny and Mike, finding their explanations clear and their combined expertise effective. Learners appreciate the focus on key generation algorithms and the practical, hands-on projects that encourage application. While some found the pace challenging in parts or suggest a need for some prior scripting knowledge, recent feedback indicates the course content is kept up-to-date, specifically noting Unity 6 compatibility. Overall, it is seen as a solid and engaging course for those serious about procedural content in game development.
Covers algorithms, but some seek more depth.
"The Unity coding was interesting, especially the algorithms."
"I felt the transition between Blender and Unity could have been smoother. Some explanations could be more in-depth."
"some lectures felt rushed, and I didn't feel like I got 'mastery' as the title suggests. More depth or more examples would be helpful."
Course content works with latest Unity.
"Testing in Unity 6 worked great following the guide."
"The Unity 6 compatibility note was useful."
"Some parts felt a bit dated before the Unity 6 update note, but that seems addressed now."
Hands-on projects reinforce learning.
"the projects are hands-on and engaging. I learned so much..."
"provided practical, step-by-step guides for both the programming and art sides."
"It's challenging in a good way. Makes you think and apply the concepts rather than just copy-paste."
Instructors are knowledgeable and clear.
"Penny and Mike are excellent instructors, each covering their area of expertise perfectly."
"The instructors are knowledgeable and easy to follow."
"Penny is great at explaining the code logic. Mike's modeling is practical. The modular concept is well taught."
Unique combination of Unity and Blender.
"The blend of programming logic with Blender modeling is unique and highly valuable."
"co-instructors complement each other perfectly and explain the relationship between art and code extremely well."
"Learning to build modular assets alongside the coding made the process click. Definitely a course that gives you a unique perspective..."
Pace can be fast; prior knowledge helps.
"Sometimes the pace felt a little fast in the later sections, and I had to rewatch lectures."
"I struggled with this course. The pace was too fast, especially in the coding sections."
"I think you need a stronger background in Unity scripting than the intro suggests."

Activities

Be better prepared before your course. Deepen your understanding during and after it. Supplement your coursework and achieve mastery of the topics covered in Master Procedural Maze Generation - Unity 6 Compatible with these activities:
Review Linear Algebra Fundamentals
Reinforce your understanding of linear algebra concepts, which are essential for understanding transformations and coordinate manipulation in 3D space within Unity.
Browse courses on Linear Algebra
Show steps
  • Review vector operations such as addition, subtraction, dot product, and cross product.
  • Practice matrix multiplication and understand its relation to transformations.
  • Study how matrices can represent rotations, scaling, and translations.
Practice Blender Modeling Techniques
Improve your Blender skills by practicing the creation of modular assets for maze and dungeon environments.
Show steps
  • Choose a specific modular asset to model, such as a wall, floor, or ceiling tile.
  • Follow a tutorial or reference image to guide your modeling process.
  • Focus on creating clean topology and accurate dimensions.
  • Experiment with different texturing and material techniques.
Read 'Game Programming Gems'
Explore advanced techniques and insights into game development practices, including procedural generation algorithms and optimization strategies.
View Real-Time Cameras on Amazon
Show steps
  • Select relevant chapters focusing on procedural content generation or maze algorithms.
  • Summarize the key ideas and techniques presented in each chapter.
  • Consider how these techniques can be applied to your maze generation project.
Four other activities
Expand to see all activities and additional details
Show all seven activities
Implement a Simple Random Walker Maze Generator
Solidify your understanding of basic maze generation by creating a simple random walker algorithm in Unity.
Show steps
  • Create a new Unity project and set up a basic scene.
  • Write a script to implement the random walker algorithm.
  • Visualize the maze using cubes or simple shapes.
  • Experiment with different parameters to control the maze's density and complexity.
Create a Blog Post on Modular Level Design
Deepen your understanding of modular level design principles by writing a blog post explaining the concepts and benefits.
Show steps
  • Research modular level design techniques and best practices.
  • Outline the key topics to cover in your blog post.
  • Write a clear and concise explanation of modularity in level design.
  • Include examples and visuals to illustrate your points.
  • Publish your blog post on a platform like Medium or your personal website.
Read 'Procedural Generation for Games in C++'
Gain a deeper understanding of procedural generation principles and algorithms by studying a dedicated textbook.
Show steps
  • Read the chapters related to maze generation and dungeon design.
  • Translate the C++ code examples into C# for use in Unity.
  • Experiment with different algorithms and parameters to create unique maze layouts.
Create a Demo Scene with Multiple Maze Generation Algorithms
Showcase your mastery of maze generation by creating a demo scene that allows users to switch between different algorithms and compare their results.
Show steps
  • Implement several maze generation algorithms, such as recursive backtracker, Prim's algorithm, and Wilson's algorithm.
  • Create a user interface to allow users to select an algorithm and adjust parameters.
  • Visualize the generated mazes in a clear and informative way.
  • Add features such as pathfinding and enemy AI to enhance the demo.

Career center

Learners who complete Master Procedural Maze Generation - Unity 6 Compatible will develop knowledge and skills that may be useful to these careers:
Procedural Content Generation Specialist
A Procedural Content Generation Specialist focuses on developing algorithms and systems to automatically generate game content, such as levels, textures, and even story elements. A course like this is directly aligned with the core responsibilities of this role. The course teaches students how to create modular models in Blender and implement them in Unity to generate mazes and dungeons. The course content on maze generation algorithms and the integration of art and logic is particularly helpful for this role. Someone working as a Procedural Content Generation Specialist should find this course indispensable, as it provides practical skills and knowledge directly applicable to their work.
Unity Developer
A Unity Developer uses the Unity game engine to bring game concepts to life. This involves writing code, implementing game mechanics, and working with art assets. This course directly helps a Unity Developer by teaching them how to use Unity for procedural generation of mazes and dungeons. The course's coverage of maze generation algorithms and modular model implementation is highly relevant to this role. The course’s teaching of how to manipulate meshes in Unity is a key skill for any Unity Developer working with procedural content. A Unity Developer, especially one interested in procedural generation, will find this course invaluable. The course gives a Unity Developer the ability to create dynamic and unique game environments, expanding their skillset and making them a more versatile developer.
Level Designer
A Level Designer creates engaging and immersive environments for video games. This role involves designing and implementing levels that provide a balance of challenge, exploration, and storytelling. This course, with its coverage of procedural generation, helps a Level Designer create unique and dynamic environments. The course's focus on modular design is directly applicable to level creation, and the skills you gain in combining art and logic will be valuable in this role. Learning to model modular meshes in Blender and then implementing them in Unity, as taught in this course, helps a Level Designer bring their creative visions to life. The knowledge of maze generation algorithms further enhances the level designer's toolkit, allowing for the creation of intricate and engaging game spaces. A Level Designer may find this course particularly useful because it provides a hands-on approach to building game environments.
Technical Level Designer
A Technical Level Designer combines the skills of a level designer with technical expertise. This role involves not only designing levels but also implementing them using scripting and other technical tools. This course helps a Technical Level Designer by teaching the fundamentals of procedural generation and modular design, which are valuable for creating dynamic and efficient levels. The course’s teaching of how to use Blender and Unity together provides a comprehensive skillset for level creation. The knowledge of maze generation algorithms and dungeon creation is also directly applicable. If you are interested in becoming a Technical Level Designer, this course will give you practical skills and knowledge applicable to your work.
Environment Artist
An Environment Artist is responsible for creating the visual elements that make up a game's world. This includes designing and modeling 3D assets, texturing, and ensuring that the environment contributes to the game's atmosphere and story. This course helps an Environment Artist by teaching the creation of modular models in Blender, which is essential for efficient environment design. The focus on texturing and creating visually cohesive modules is directly applicable to this role. The skills developed in this course, such as understanding how the scale, orientation, and position of a mesh from Blender can be imported into Unity and manipulated with code, will assist the Environment Artist in every stage of development. An Environment Artist should consider this course to enhance their procedural generation skillset, and learn tips and tricks for building visually appealing and optimized game environments. The course will help those looking to become Environment Artists by providing specific, actionable skills that they can take directly into the game development pipeline.
Indie Game Developer
An Indie Game Developer works independently or as part of a small team to create and publish their own video games. This role requires a broad skillset, including game design, programming, art, and marketing. This course helps an Indie Game Developer by providing a multidisciplinary toolkit of skills. The course’s combination of art and logic, as well as its coverage of procedural generation, is especially valuable for small teams with limited resources. As stated in the original course description, understanding game development that tightly integrates both design and logic is critical to preparing you for running an indie operation. By learning to create modular models in Blender and implement them in Unity, an Indie Game Developer can create unique and engaging games more efficiently.
Technical Artist
A Technical Artist bridges the gap between artists and programmers, ensuring that art assets are optimized for use in a game engine and that the artistic vision can be realized within technical constraints. This role requires a strong understanding of both art and programming principles. This course helps a Technical Artist by providing skills in both areas. The course's focus on using Blender and Unity together, as well as its coverage of procedural generation algorithms, helps them streamline the art pipeline. The course’s lessons on how to create modular models in Blender and implement them in Unity will be particularly valuable. A Technical Artist working on procedural content generation should find this course indispensable.
Game Programmer
A Game Programmer writes the code that brings a game to life. This includes implementing game mechanics, AI, and user interfaces. This course helps a Game Programmer by providing a deep understanding of procedural generation algorithms. The course's coverage of maze generation and modular design is directly applicable to creating dynamic game environments. A Game Programmer can learn how to use the scale, orientation and position of a mesh from Blender can be imported into Unity and manipulated with code, as taught in this course. A Game Programmer interested in procedural content generation should find this course invaluable. The course will provide the specific skills and knowledge needed to implement complex procedural systems.
Blender Artist
A Blender Artist creates 3D models, textures, and animations using the Blender software. This course helps a Blender Artist by teaching them how to create modular models that can be used in game environments. The course's lessons on texturing and exporting models to Unity are particularly relevant. By gaining knowledge of how models will ultimately be used in a game engine, the Blender Artist can create more effective and optimized assets. A Blender Artist focused on creating game assets may find the course very useful, as it connects their modeling skills directly to the game development pipeline.
Game Designer
A Game Designer is responsible for the overall vision and design of a game. This includes defining gameplay mechanics, story, and level design. This course may be useful to a Game Designer by providing a strong understanding of procedural generation techniques, which can be used to create dynamic and replayable game content. Understanding the interplay between design and logic, as emphasized in the course, is crucial for a Game Designer. The course’s lessons on maze generation algorithms and dungeon creation would be particularly useful for designers working on related game types. The course may also assist you in speaking the language of programmers and artists.
World Builder
A World Builder is responsible for creating the environments and lore of a game world which includes designing landscapes, cities, and other locations, as well as developing the history and culture of the world. This course may be useful to a World Builder by providing skills in procedural generation, which can be used to efficiently create large and diverse environments. The course's focus on modular design and maze generation could be applied to world-building. Learning the magic of geometry and mathematics to form an infinite array of maze and dungeon possibilities is also applicable. A World Builder seeking innovative ways to generate content should consider this course.
Virtual Reality Developer
A Virtual Reality Developer creates immersive experiences for virtual reality platforms. This often involves designing and building 3D environments and interactive elements. This course may be useful to a Virtual Reality Developer in creating unique and engaging VR environments through procedural generation. The course's focus on modular design and maze generation could be applied to VR world-building. The skills in Blender and Unity will be valuable in creating optimized and visually appealing VR experiences. A Virtual Reality Developer seeking innovative ways to generate content should consider this course.
Simulation Developer
A Simulation Developer creates virtual environments for training, research, or entertainment purposes. This role often involves building realistic and interactive 3D worlds. This course may be useful to a Simulation Developer by teaching skills in procedural generation, which can be used to create diverse and complex simulation environments. The course's focus on modular design and maze/dungeon generation could be applied to building realistic spaces. Learning how to create modular models in Blender and implement them in Unity to generate mazes and dungeons may be applicable. A Simulation Developer seeking ways to generate content should consider this course.
Augmented Reality Developer
An Augmented Reality Developer creates applications that overlay digital content onto the real world. This role requires skills in 3D modeling, programming, and user interface design. This course may be useful to an Augmented Reality Developer by teaching skills in 3D modeling and procedural generation, which could be used to create dynamic and interactive AR experiences. The course's focus on using Blender and Unity together, as well as its coverage of modular design, helps create AR content. Learning how the scale, orientation and position of a mesh from Blender can be imported into Unity and manipulated with code, as taught in this course, will assist the Augmented Reality Developer in every stage of development.
AI Programmer
An AI Programmer is responsible for developing the artificial intelligence that controls characters and other elements within a game. While seemingly unrelated, this AI Programmer may find that this course helps inform them about pathfinding and environment generation. An AI Programmer may find this course helpful by demonstrating the power of the A* algorithm for pathfinding, and selecting traversable subsets of a complete maze or dungeon. The course makes reference to how the scale, orientation and position of a mesh from Blender can be imported into Unity and manipulated with code. An AI Programmer seeking innovative ways to create dynamic paths should consider this course.

Featured in The Course Notes

This course is mentioned in our blog, The Course Notes. Read one article that features Master Procedural Maze Generation - Unity 6 Compatible:

Reading list

We've selected two books that we think will supplement your learning. Use these to develop background knowledge, enrich your coursework, and gain a deeper understanding of the topics covered in Master Procedural Maze Generation - Unity 6 Compatible.
Provides a comprehensive guide to procedural generation techniques, including maze generation algorithms. While the examples are in C++, the concepts are transferable to C# in Unity. This book adds more depth to the course by providing a theoretical foundation and practical examples. It useful reference tool for understanding the underlying principles of procedural generation.
Compilation of articles by game developers on various topics, including procedural generation. It provides practical insights and techniques that can be directly applied to maze generation. While not a textbook, it offers a wealth of knowledge from industry professionals. It is more valuable as additional reading to expand your understanding of real-world applications.

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